
ETheBoyce wrote:They'll hire out Charlie to kill their allies, and Coil is too evil for them!?
ETheBoyce wrote:Instead of just all retreating? Now T. Coil will really want Armolad in his clutches


BLANDCorporatio wrote:ETheBoyce wrote:Until then though, a modest proposal. We have Gumps that are few and strong, and Infantry who are many and squishy, who are capable to hurt our walls. What if T. Coil were to keep the Gumps stunned in perpetuity, since Ickypron can stun 3 units. Thus, T. Coil alone can disable the Gumps, while the rest of our ranged units croak the elven melee?
A hitch in the plan is that there are four Gumps (five, but the fifth is mostly dead), so we still need to expend some considerable firepower to croak the fourth. That accomplished however, once there are three gumps we could target the lesser units with archers, including Will.
That is, if we absolutely must fight with one hand tied behind our backs. We've got a host of melee units that -we are not using-. This battle is still not close at the moment. It may get more nasty once all Alt Elves are dead and everyone gets a +8 bonus of Emo, but until then, and we should commit to this fast, an Infantry charge would deplete their ranks nicely.


BLANDCorporatio wrote:Don't we have enough Mana potions to start a modest dealership? Can't another caster spare theirs if somehow T. Coil dunks the 2 he already has?

MarbitChow wrote:Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.
Werebiscuit wrote: While I still think we should be targeting the 2nd lvl elves first
GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.



Well, that explains why the warriors are in a hammer formation aimed at the undamaged tower. This is going to be problematic. The 'useful against structures' thing throws off a lot of my ideas about this battle. The level 1 enemy warriors are going to be utterly devastating once all 8 alt elves are croaked. 30 combat / 19 def with 2 leadership and 4 dance-fighting. (24 of that combat will be useful against structures. And they'll have 25 def while dodging.)MarbitChow wrote:Yes, Dying Cry helps against structures. Inspiration bonuses don't behave like the many of the other bonuses (such as leadership or dance-fighting): they stack, they're useful against structures, and they modify the base stats like a magic item does. Because of this, it will also impact movement time, although I only recalculate reaction time at the start of every round.
MarbitChow wrote:Are there any other actions that anyone wants to take on phases 10 and 9, other than what Swodaems has detailed in his last post? If not, I'll run through those this evening and provide the next update.
0beron wrote:Werebiscuit wrote: While I still think we should be targeting the 2nd lvl elves first
The benefit to taking out the level 1s is then that reduces the support/coordinate bonuses more quickly. Level 1 are easier to kill right now, so I think Swod's plan eleminates them faster than we could eliminate the level 2s. If that makes you feel any better about being stuck accepting his orders.
I'm not sure what you're asking here. If an uncroaked altruist elf decays, it doesn't trigger the bonus. It has to be slain by an enemy.Swodaems wrote:Finally, more rules questions: [b]After this battle, if Bill uncroaked an altruistic elf and let it decay, would we still be able to take full advantage of the bonus?
There's nothing in the contract that states that breaking a clause in the contract invalidates the contract. Each clause is evaluated in isolation, not in relation to other clauses. Breaking the 0-shmucker disclosure clause, for example, doesn't free either side to break any of the other clauses. Does that answer the question sufficiently?Swodaems wrote:A question I asked before, but didn't get an answer to has just become relevent. If one of the penalty clauses on our contract with Charlie triggers, do the other ones become void?
Sure.Swodaems wrote:MarbitChow, If possible, could you play thru phase 8 in the next update?

Swodaems wrote:In case I'm not around later, I thought I should clarify,my stance on the melee issue for the team: I'm of the opinion that we should keep the melee inside if we can do so without endangering the city. This opinion has a simple 'keep losses to a minimum' justification behind it. I thought the math went such that we could safely trap an ineffective force outside the walls. I haven't done the math accounting for the enemy warriors' newfound ability to damage the walls with an increasing bonus, but I would like the melee kept inside if we find that we can eliminate the threat of the warriors with ranged alone or a good 'Let them come to us' strategy comes along.
It should be noted that the majority of our forces inside the gate have 5 combat. If we do send them out this round, it should be during phase 6. Hopefully, the enemy's com 8 warriors will have already moved by then so we'll have a better idea of how to use our units' actions. We don't have any Com 8 units or com 7 units that haven't acted, so we'll lose nothing by waiting until phase 7 to make decisions.



I kinda like having a monstrously long thread, actually.WaterMonkey314 wrote:OOC: Now that we've reached 100+ pages, should we consider splitting off to a new thread? (Perhaps after this battle?)


GJC wrote:Two guys with basically the same name in a discussion about a character getting cloned.
There's gotta be a good joke in here somewhere.


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